LT - Spells
Courage
Description - The ability to infuse courage through white magic has been inherent to the white mage, but its a spell prefered by knights to fight fear before or during a battle. Courage is also a spell commanders rely on to boost the morale of their troops, a single weak link can be enough to end a strong chain.
Effect - Raises Regiment Morale by 2 for d4 turns.
Range - Max
Requirements - Mage's Shop
Research - 500 Magic
Cost - 3 MP
Bless
Description - By calling upon Nesha's aid, one's capabilities are increased so he might serve the power of lights better.
Effect - Increases a regiment's attack by 1 for d4 turns.
Range - Max
Requirements - Mage's Shop
Research - 750 Magic
Cost - 5 MP
Heal
Description - Healing is the primordial skill of the white mage. Actually a sort of temporal magic, a healing spell will greatly increase the rate of tissue regeneration. More powerful and altered healing spells might actually allow someone to regenerate entire organs.
Effect - Restores 10 HP to the wounded units in a regiment.
Range - 10
Requirements - Mage's Shop
Research - 500 Magic
Cost - 4 MP
Revelation
Description - The power of Nesha's light will pierce even the darkest of places, allowing her adepts to see things they normally could not.
Effect - Reveals hidden units in a 3 square radius around the casting regiment.
Range - Self
Requirements - Mage Guild
Research - 800 Magic
Cost - 2 MP
Mass Heal
Description - Healing is the primordial skill of the white mage. Actually a sort of temporal magic, a healing spell will greatly increase the rate of tissue regeneration. More powerful and altered healing spells might actually allow someone to regenerate entire organs.
Effect - Restores 10 HP to all units in a 9 square diameter circle.
Range - Max
Requirements - Mage Guild
Research - 1000 Magic
Cost - 10 MP
Divine Inspiration
Description - Nesha's aid can do wonders on a warrior, receiving a wisp of divinity, the warrior that has been touched by this spell will fight like he has never done before.
Effect - Raises a regiments attack, speed and defense by 2 for d4 turns.
Range - 10
Requirements - Mage Guild
Research - 1500 Magic
Cost - 9 MP
Prayer
Description - A powerful prayer offered to a particular god will not always be answered, but the sole concept of divine retribution, boosted by the magical power of the caster, is enough to smite the enemy with fear and lift the spirits of your allies.
Effect - Dispels magical fear from an allied regiment and raises its Morale by 5 for d4 turns.
Range - Max
requirements - Mage Guild
Research - 2500 Magic
Cost - 9 MP
Cause Fear
Description - With the simple action of thinking and by calling upon Sean's power, the spell caster is able to project a frightening aura and reflect whatever fear that may affect the targets.
Effect - Reduces Regiment Morale by 2 for d4 turns.
Range - MAX
requirements - Mage's Shop
Research - 500 Magic
Cost - 5 MP
Curse
Description - Any warrior can be brought down to the point where a single dagger in the back will bring him down. A curse from a mage of darkness brings with it the spite of the chased Seannites. Twisting the mind, weakening the muscles, ripping open sores on the face, curses take many shapes, but they serve only one purpose. A curse, however, has an even greater effect when placed on an object.
Effect - Reduces a regiment's attack by 1 for d4 turns.
Range - MAX
requirements - Mage's Shop
Research - 750 Magic
Cost - 4 MP
Smoke Cloud
Description - A variation of the blind spell, a smoke cloud comes in handy when one is outnumbered or wants to surprise the enemy. The problem is the spell, unlike blind, is double edged, a common characteristic of black magic.
Effect - Prevents an enemy regiment from used ranged missile attacks for 2 turns.
Range - 10
requirements - Mage's Shop
Research - 800 Magic
Cost - 4 MP
Disease
Description - Not particularly searching to contemplate life, most black magic users will prefer to see it wither rather quickly. By using this spell, the target will be weakened physically and more vulnerable to attacks.
Effect - Reduces a regiment's attack, defense and speed by 1 for d4 turns.
Range - 8
requirements - Mage's Shop
Research - 1000 Magic
Cost - 5 MP
Terror
Description - It is one thing to call forth dark images into someone's head. But to attach such images to oneself to generate an aura so overpowering, those who are weak of heart will feel the need to escape from it. That, is an achievement.
Effect - Reduces a regiment's morale by 5 for d4 turns.
Range - 8
requirements - Mage's Guild
Research - 3000 Magic
Cost - 8 MP
Pest
Description - Some say what makes you sick are small animals in the wind, in the water, in rotting flesh and in uncooked food. I say what makes you sick is black magic, and I can demonstrate it easily. You see, those small animals might go inside your body and eat away your life, but it takes a necromancer to make them grow larger, move faster, be deadlier, and then throw them in your face. Alas, too bad they cannot tell friend from foe.
Effect - Reduces the attack, speed and defense of all regiments in a 9 square diameter circle by 2 for d4 turns.
Range - 10
Requirements - Mage's Guild
Research - 2500 Magic
Cost - 9 MP
Vodoo
Description - Offer your own blood, Dark Mage, and it shall become the fire to burn your enemy. A spell that stems from hate and pain, the wish to transfer your pain unto others. The justice of Sean as Retribution is Nesha's.
Effect - Kills d10% of the casting regiment and d20% of the target regiment. A regiment can only be targetted once.
Range - 12
Requirements - Mage's Guild
Research - 2000 Magic
Cost - 10 MP
Haste
Description - Coming Up
Effect - Increases a regiment's speed by 1 for d4 turns.
Range - MAX
Requirements - Mage's Shop
Research - 500 Magic
Cost - 3 MP
Silence
Description - Coming Up
Effect - Prevents a regiment from casting spells for 2 turns.
Range - 8
Requirements - Mage's Shop
Research - 800 Magic
Cost - 4 MP
Wind Wall
Description - Coming Up
Effect - Reduces missile damage to a regiment by 25% for d6 turns.
Range - Self
Requirements - Mage's Shop
Research - 750 Magic
Cost - 3 MP
Howl
Description - Coming Up
Effect - Reduces enemy attack, defense and morale by 1 for d4 turns.
Range - 4
Requirements - Mage's Shop
Research - 1000 Magic
Cost - 4 MP
Mass Haste
Description - Coming Up
Effect - Increases the speed of all regiments in a 9 square diameter area by 2 for d4 turns.
Range - MAX
Requirements - Mage's Guild
Research - 1500 Magic
Cost - 7 MP
Guided Flight
Description - Coming Up
Effect - Increases a regiment's missile attack range by 5 for d4 turns.
Range - Self
Requirements - Mage's Guild
Research - 1700 Magic
Cost - 8 MP
Lightning Bolt
Description - Coming Up
Effect - Hurls bolts of lightning at the enemy dealing d6 magical damage per unit.
Range - 5
Requirements - Mage's Guild
Research - 2500 Magic
Cost - 10 MP
Frenzy
Description - Uncontrolled rage is a doubled edge sword, red mages have been known to induce anger and cloud the judgement of both enemies and allies, as someone in a berserk rage is a force to be reckoned with, but hard to control. The Spell was initially devised as a last resort combat tactics, when Catfolk (masters of indirect red magic) Warlocks would see their armies retreat, they would cast frenzy en-masse on their troops, many times turning the tide of the battle.
Effect - Increases a regiment's attack and reduces their defense by 2.
Range - 5
Requirements - Mage's Shop
Research - 500 Magic
Cost - 2 MP
Ember
Description - In ancient times, primeval human red mages would heat stones with very basic magic, and then rotate the heated stones to cook their food, as they could not produce flames that would last long enough to ignite wood or cook food. Planetarii, with their dominion of red magics, never thought of this application. Eventually, these mages learned that they could heat the stones of an entire area to use for defensive purposes.
Effect - Heats d4 squares of the map for d6 turns, anyone going through them will take 1 damage for each unit in the casting regiment.
Range - MAX
Requirements - Mage's Shop
Research - 1000 Magic
Cost - 5 MP
Heat Beam
Description - Sometimes fire is whimsical and imprecise, hence, for many red mages who would prefer to snipe at a single enemy (as fire magic is usually meant to damage enemies in a large group), a concentrated beam of red magic is the perfect choice. Interestingly enough, the beam itself is not hot, it works more as a laser pointer carrying a superconcentra
ted heat spell.
Effect - Inflicts d4 magical damage per unit on an enemy regiment.
Range - 4 Squares
Requirements - Mage's Shop
Research - 800 Magic
Cost - 4 MP
Evaporate
Description - A spell originally devised for siege warfare, to cast heat into water itself poses an accomplishment for any red mage, as water carries the essence of red magic. Besides, nothing quite compares to the expression of a besieged army when suddenly all their drinking water is gone and they see their moat suddenly disappear.
Effect - Destroys one square worth of water in the map.
Range - MAX
Requirements - Mage's Shop.
Research - 500 Magic
Cost - 1 MP
Ignean Spirit
Description - The power of fire can greatly increase one's prowess in battle, it is not coincidence that red mages usually prefer melee tactics. It is said that during the ancient war, ignean warriors would concentrate their own agic power within themselves, letting it bubble up until they reached a zen-like state. This technique has been concentrated in a spell which grants the caster amazing battle prowess.
Effect - Increases the regiment's attack and speed by 4 for d4 turns.
Range - Self
Requirements - Mage's Guild
Research - 1700 Magic
Cost - 8 MP
Flamethrower
Description - The flamethrower spell is one of the favourites of red mages, initially devised by the planetarii flame bearers, imitating the powers of the great Guinechen beasts they summoned from the fire plane. The Flamethrower was quickly adapted by the catfolk and caerham humans as a powerful spell to deal area damage in battle.
Effect - Inflicts d8 fire damage per unit on the casting regiment.
Range - 4 Squares
Requirements - Mage's Guild
Research - 3000 Magic
Cost - 10 MP
Flaming Arrows
Description - Coming up
Effect - Makes the ranged attack of a missile unit deal fire elemental damage for d6 turns.
Range - Max
Requirements - Mage's Guild
Research - 1100 Magic
Cost - 6 MP
Frost Beam
Description - To create a frost beam, the caster must focus his or her mind on the water that is ever-present in the air and on lowering its temperature enough for it to reach sub-freezing levels. The caster quickly uses that beam of sub-freezing water droplets and transfers heat away from a concentrated area on the target, causing a very painful frostbite that can eat through armor! With practice, the caster can freeze the very air in front of him at a very quick pace, which leads to more advanced spells.
Effect - Inflicts d4 magical damage per unit on an enemy regiment.
Range - 8 Squares
Requirements - Mage's Shop
Research - 800 Magic
Cost - 5 MP
Fog
Description - The caster concentrates on lowering the ambient temperature of an area so it reaches temperatures below that of the ground. Water particles in the air then seek to condensate onto impurities in the atmosphere, creating a thick fog that can completely hide large objects and combatants!
Effect - Creates a thick fog over a 6 square area, units within the fog gain the ability to hide and only deal halved missile damage. The fog lasts d6 turns.
Range - MAX
Requirements - Mage's Shop
Research - 750 Magic
Cost - 4 MP
Water Walk
Description - The caster can bend the density of water to his or her will. By forcing a column of water beneath his or her feet to become denser, the caster can walk onto the water and it will push back, keeping him from sinking. Since it is magical, Waterwalk is much more practical than the skill Petalwalk. Magic lets the caster carry more weight over the water and doesn't require him to be running all the time.
Effect - Allows a regiment to walk on water squares for d4 turns.
Range - Self
Requirements - Mage's Shop.
Research - 500 Magic
Cost - 3 MP
Hail
Description - With a bit of magic, the caster can manipulate the immediate weather and create a small hailstorm! Contrary to its inventor's first intentions, and partly due to its rather small damage-dealing powers, Hailstorm has been widely used as a party trick to impress people who have never seen snow before.
Effect - A small barrage of ice and snow reduces the speed of an enemy regiment by 1 for d4 turns and deals 1 damage per unit in the casting regiment.
Range - 5 Squares
Requirements - Mage's Shop
Research - 1000 Magic
Cost - 5 MP
Ice Fang
Description - Massive chunks of jagged ice falling from the sky have always been the preferred way for Blue mages to deal with their enemies. With Ice Fang in their repertoire, a Blue mage can make entire groups of enemies quake in their boots.
Effect - A barrage of ice spikes fall from the sky upon an enemy regiment, dealing d4 damage per unit and reducing its speed by 1 for d4 turns.
Range - 5
Requirements - Mage's Guild
Research - 3000 Magic
Cost - 9 MP
Frost Arrows
Description - A variant of simply chilling metal, the caster can learn to imbue the essence of cold into arrows so they really send a chill down the enemies' spines when they hit.
Effect - Transforms d4 + level arrows so they deal an extra d4 blue magic damage on impact and have a 15% chance of freezing the enemy, halving their dexterity.
Effect - Makes the ranged attack of a missile unit deal cold elemental damage for d6 turns and reduces the target's speed by 1 (does not stack) for 1 turn.
Range - Max
Requirements - Mage's Guild
Research - 1100 Magic
Cost - 6 MP
Acid
Description - One of the more vicious spells devised by blue mages, Acid can eat through near anything. Anyone who faces this spell has a chance of finding it eating away at his or her armor as well as at his flesh.
Effect - Reduces a target regiment's defensive power by 3 for d4 turns.
Range - 5
Requirements - Mage Guild
Research - 2300 Magic
Cost - 6 MP
Harden
Description - Plague Bearers have, through many generations of study, come to understand the earth more and more. They learned to use this knowledge, and one of the many applications was toughening their skins to resemble the hardness of a rock, which provided them great protection in dangerous situations of many forms.
Effect - Increases a regiment's defense power by 1 for d4 turns.
Range - Max
Requirements - Mage's Shop
Research - 750 Magic
Cost - 5 MP
Mudslide
Description - Coming Up
Effect - Reduces the target regiment's speed by 1 for d4 turns.
Range - 3
Requirements - Mage's Shop
Research - 600 Magic
Cost - 4 MP
Pellet Rain
Description - Coming Up
Effect - A rain of pebbles deals 1 damage for every unit in the casting regiment.
Range - 5
Requirements - Mage's Shop
Research - 500 Magic
Cost - 2 MP
Entangle
Description - Coming Up
Effect - Prevents a regiment from moving for one turn.
Range - 5
Requirements - Mage's Shop
Research - 1000 Magic
Cost - 5 MP
Stalacmites
Description - Coming Up
Effect - Sharp spikes grow from the ground dealing d6 earth damage to all units in an enemy regiment.
Range - 5
Requirements - Mage Guild.
Research - 2000 Magic
Cost - 8 MP
Spine Wall
Description - Coming Up
Effect - A wall of poisonous spikes with 150 HP grows over a 6 square area for d6 turns. Dealing 50 damage to any regiment that attacks it.
Range - MAX
Requirements - Mage Guild
Research - 2500 Magic
Cost - 10 MP
Stone Wall
Description - Coming Up
Effect - Creates a barrier of rock with 1000 HP over a 6 square area for d6 turns.
Range - MAX
Requirements - Mage Guild
Research - 3000 Magic
Cost - 7 MP
LT - Magic